Since the beginning of the development of Minecraft: Java Edition, there have been a number of features that were removed from the game. These features may have been replaced, or a developer decided against the feature later on.

Note: This page only documents game features that were removed; features of a particular game element that were removed are noted in that element's history. See Java Edition unused features for features that are still currently in the game.

Horse Saddles were items added along with horses in 13w16a. Horse saddles worked just like regular saddles, but for horses instead of pigs. Taming a horse was required before putting a horse saddle on it. The horse saddle was craftable using the following recipe:

Studded armor were several sprites that were added in Java Edition Indev 0.31 20091231-2. They were taken from Notch's unfinished game, Legend of the Chambered, along with other armor sprites. The sprites were added for testing purposes, didn't have armor health, and were eventually removed.

Note: The data value refers to the monster spawner in current versions of Minecraft.

The Infinite Water Source was a block that would create infinite water, which would replicate infinitely to fill up volumes. Mojang removed this because of problems and glitches when they were placed next to each other. They were added originally in Indev 0.31 (January 24, 2010) to allow for infinite lakes on floating maps.[3]

Locked chests were an April Fools block added in Java Edition Beta 1.4. They would spawn rarely and emit a light level of 15. Pressing use on the chest would bring up a screen, and clicking on the "Go to Store" button would forward the player to the "Minecraft Store", where the player could buy a number of fake products. They were subsequently removed from normal gameplay in Java Edition Beta 1.4_01, but it remained within the game's code until it was removed entirely in Java Edition 1.7.2.

During the development for Java Edition 1.5, the comparator at first used two separate block IDs to represent its powered and unpowered states, with names unpowered_comparator and powered_comparator, and numeric IDs 149 and 150 respectively. As of 13w05a, the powered_comparator block was removed from use in the game, replaced by a powered block state on the unpowered_comparator block. It is removed completely in the 1.13 snapshot 17w47a, as of The Flattening.

Before the Java Edition 1.9 snapshot 15w31a, potions had a form known as "reverted". In the inventory, reverted potions looked identical to their base potion, much like mundane and mundane (extended), and their usage was also identical to their base potions, with the exception of turning into reverted potions rather than base potions. The only difference was data values.

There were two general methods to create reverted potions, one of which involved the addition of fermented spider eyes. Reversion, in general, referenced changing a longer, upgraded potion into its original weaker potion (for example, changing from a potion of poison (extended) into a potion of harming (reverted) by adding fermented spider eye).

The first method involved adding glowstone (typically) to an already upgraded tertiary potion. Since these tertiary potions have already been modified with redstone (typically), they could be changed to their original (revert) unmodified states depending on which modifier was added previously. Not all potions could be reverted (or react, for that matter) when glowstone powder or redstone dust was added to an upgraded tertiary potion (for example, adding redstone to an already redstone-extended potion did not yield a new potion).

The second method involved the addition of fermented spider eyes, followed by glowstone (usually). Method two worked by adding fermented spider eye to an extended positive potion (i.e. an extended tertiary potion). In almost all cases, this would corrupt the potion and produce a negative potion of equal strength (in this case, extended). Then, glowstone (depending on the recipe) was added to the extended negative potion. Since these negative tertiary potions (regardless of origin) have already been modified with redstone, the addition of glowstone would revert the potion to a potion of lesser duration.

A good example of this process at work is the reversion of the potion of weakness. A potion of weakness can be made two ways. The first method is by adding fermented spider eye to a mundane potion (water bottle + ghast tear/glistering melon/blaze powder/magma cream/sugar/spider eye), then adding redstone to produce potion of weakness (extended). The second method is by adding (again) fermented spider eye to either a potion of strength or a potion of regeneration. Potions of strength and regeneration, in their base or extended forms, will produce potions of weakness with equal magnitude (for the sake of this example, fermented spider eye is added to potion of strength (extended) to produce potion of weakness (extended)).

Now, there should be two Potions of Weakness (4:00). Glowstone dust could be added to the Potion of Weakness (Ext) which reverted the potion into a normal duration (1:30) Potion of Weakness. The act of reducing the duration from 4:00 to 1:30 was reversion.

In snapshot 18w09a, all coral colors had the same texture, colored differently. Because of this, there was only 1 dead variant needed. By the time of 18w10a, each color of Coral had its own unique texture, but would still all die into the 1 type of Dead Coral from the previous snapshot. The generic Dead Coral was removed and replaced with dead variants for each color in 18w10b.

The following blocks existed in the game at some point before being phased out with the advent of block states.[verify] Whether they will return is not known. Interestingly, other six-sided blocks resulting from similar circumstances such as wood and smooth stone were not removed, as they were made into craftable items in later updates.

The game prevents certain blocks from being obtained through normal gameplay methods, such as crafting, the creative inventory, the pick block key, and the silk touch enchantment. It also prevents such blocks from being given through less conventional methods, such as inventory editing, mods, and commands. Until release versions 1.7.2 and 1.8, there had been a wide variety of blocks that could be edited into the inventory; over time, however, the game was developed so that these blocks became entirely unavailable, even through editing.

Currently, the game only accepts name IDs (such as minecraft:dirt) in most commands, and uses only name IDs when assigning blocks to the inventory and save files. The old method of obtaining a block via numerical IDs is no longer an option. In addition, the game automatically removes blocks with illegitimate name IDs from the inventory, so using inventory editors is also no longer an option. Furthermore, certain blocks such as minecraft:cake cannot be obtained in their block form; however, since the game has a corresponding item named minecraft:cake, the item form is given instead.

The air block was briefly available as an item during Java Edition 1.7.2 snapshot 13w38b, while Grum had been redefining the code that represented air in-game. This availability only lasted for one snapshot, as it was the focus of several bugs, most notably a bug that made mobs drop air upon death.

Since shortly after their introduction in Indev, and until snapshot 14w25a for release Java Edition 1.8, chain armor was craftable using fire. As of that snapshot, fire can no longer exist as an inventory item, even with inventory editing, and the recipe itself was removed from the game's registry of recipes.

For a brief time, brick pyramids were large structures that generated far away from the spawn point. These pyramids were completely solid; they had no interior rooms. A strange quality about these pyramids is that if one dug under it, a layer of dirt and stone extended under the pyramid. This suggests it spawned right on top of the terrain instead of being a complete pyramid with the bottom underground (such as desert temples). Pyramids were removed in later versions of Infdev. The pyramid's base was usually 64 × 64 blocks and was 64 blocks high. Whenever it spawned on top of a large body of water, it would usually add to the amount of bases. The pyramids were described as a generation bug that had involved bricks, although in truth, they were introduced in earlier versions because bricks were unobtainable in any other way.

Obsidian walls were used in Infdev to mark the positions of the cardinal directions. This created two intersecting planes extending just above the surface of the solid material that surrounds them. This has long since been removed, as it was only found in Infdev (February 27, 2010).

Old villages and Old zombie villages could generate in plains, savanna, taiga, ice flats and desert biomes. The type of the village, and therefore the style of all structures within it, was determined by the biome where the village well was located. All village biome variants were essentially pallette swaps of each other, with the exception of one house in the old ice flats village, which would generate with randomized crop items such as carrots and beetroot. The Old Villages were not known as such until the Village and Pillage update.

The Far Lands was the area that formed the "edge" of the "infinite" map in Java Edition versions prior to Java Edition Beta 1.8. They initiate differently depending on the game's version. In Infdev (February 27, 2010), there was a wall of stone that generated 33,554,432 blocks away from spawn. In a later version of Infdev, this changed to where the Far Lands we had till Java Edition Beta 1.7.3 began at about 12,550,820 blocks from the center of the world (0; 0) These Far Lands had two kinds: Edge Far Lands (The Loop) and Corner Far Lands (The Stack); both feature extremely strange terrain. They are known to have several impacts to the gameplay, including floating-point precision errors and huge framerate/tickrate drops due to excessive coordinates, and the farther from the world center, the worse the effects, until the game freezes and crashes. Beyond X/Z 32,000,000, the chunks are just fake chunks, causing the player to fall through the terrain.

When mods like the "Cubic Chunks" Mod came out, a new set of Far Lands called the Sky Far Lands was discovered. When the height limit is removed completely, the Far Lands continue to generate upward until they eventually collide with the Sky Far Lands 25,101,640 blocks upward or to the Void Far Lands 25,101,640 blocks below the world.

In Java Edition Beta 1.7.3 (and probably as far back as Java Edition Alpha v1.2.0), there existed another set of Far Lands called the Farther Lands, which was found very recently after the discovery of the Far Lands, and generate approximately 1,004,065,600 blocks away from the world center. This set combines with the previous Far Lands to create an even more strange mixture. In this set of Far Lands, the terrain is very smooth and hardly changes its shape. Every block would appear 2 dimensional. This is especially noticeable in the Corner Farther Lands.

These were glitched areas of terrain circa Java Edition Alpha v1.1 which resembled chunk errors, with the terrain abruptly kicking up to the height limit, with natural grass and ore generation. Below the monoliths was completely hollow except for the water generating at the sea level and a layer of bedrock at the bottom, making the normal terrain seem like inverse monoliths. On very large ones, it is very possible to find small crevices where normal terrain has generated within. They tend to generate around flatish terrain. They were caused by an error in the Perlin Noise generator.

By setting Biome Scale Weight to negative values in customized worlds, they can generate in versions 1.8 snapshot 14w17a through 1.13 snapshot 18w05a, but with the removal of the Customized functionality altogether in 1.13 snapshot 18w06a, this can no longer be recreated.

These can theoretically generate infinitely upwards.

A small monolith

Large monolith as seen from atop another large monolith

A section of regular terrain inside the structure, leaving a scar

An area of the cavern exposed to a beach

Same place, different direction

A view from inside

The same section of "normal terrain" from previous, affecting the water cave

Some types of trees can no longer be grown with saplings, and no longer generate naturally in new terrain. They were often the result of the fact that new log and leaves types had not yet been added; new trees subsequently "borrowed" logs and leaves from other trees. For example: acacia trees, when they were first added, used jungle logs and oak leaves.

In the Indev versions of the game, players can take a screenshot of the map from an Isometric perspective using F7. When the game captures an isometric image, it will save the current location of all mobs and show any and all alterations to the map the player has made that would be visible from the perspective of the sun (at sunrise). The player will not be visible unless the player was in third person view before taking the isometric screenshot.

The isometric screenshot will save to their local user folder as "mc_map_####.png" where #### represent the number of the screen shot starting at 0000 up to 9999.

There are some limitations that existed with the screenshots:

An example of a screenshot displaying the bug of not capturing chunks not in the players FOV

Can only capture the player's sprite when in 3rd person mode.

Due to a glitch the screenshot will only render blocks that are in the player's FOV, and everything else will either be black or show blocks under the ground.

A Theme is the general style the level generator uses to create maps. Added in 0.31 update in January 7, 2010, it dramatically affects Indev mode's game mechanics (such as monster spawn zones and boundary liquid). Paradise and Woods themes were added in Indev update on February 14, 2010. Themes were removed for later on in the middle of infdev and are comparable to Biomes in Alpha, Beta, and current Minecraft versions.

The default map theme. Overground, one will find sporadic Trees and generally favourable space. The weather is constantly partly cloudy, and the lengths of night and day are equal. Underground, ores of all types can be found and Lava is generally found near the Bedrock.

The second map theme introduced with the Theme feature. Hell features significantly less lighting during the day, where Mobs of all types will spawn at any time. All water is replaced with lava, grass is replaced with dirt and grass is only spawned instead of sand during map generation. Mushrooms are abundant on the surface. Farming works at a much slower rate (one plant stage per day cycle). This is comparable to The Nether.

The third map theme is more relaxed than the other Themes. It features larger beaches and plentiful flora compared to the Normal Theme, and the time is always set to "Noon" (the sun never sets); hostile Mobs will only spawn underground. Farming works at a much faster rate (from planting to harvestable in 30–45 minutes).

The fourth map theme is a middle-ground of challenge between Normal and Hell, providing constant overcast during the day that reduces light, and tree density is at a higher rate than the other themes, resulting the land space becoming smaller. Additionally, Mushrooms are spotty throughout the overground areas.

The map type is the general format the level generator used to create maps. Added in 0.31,[more information needed] it dramatically affected Indev mode in the availability of water, sand, and gravel. The further the player travelled towards the end of the map, the slower they moved. There were four map types:

Island is the default map type featuring minor hills and water existing at the borders.

Floating is similar to the floating islands in buffet world type today — it contains multiple floating islands. Falling from these islands results in death as the surface is covered in bedrock. Floating gravel and sand is common, while water is rare.

Flat is similar to superflat world type today — it features flat grass with flowers, trees and a starting house.

Inland features a slightly hilly landscape, which is essentially the Island map type with infinite flatland at its borders as opposed to water. Sand and gravel are common.

Winter Mode was a randomly occurring map type for MinecraftAlpha. It was added on July 9, 2010 in Alpha 1.0.4 and was the first "biome" to appear in Minecraft.

Differences between Winter Mode and the normal map type

One of the differences was snowflakes, which fell constantly. There were four different kinds of snowflakes. These snowflakes would create snow tiles on any block that was directly exposed to the sky, provided that it was solid.

The second element unique to the Winter Mode was ice. When a map was generated, most exposed water blocks would be frozen into ice.
The water does not freeze completely near gravel beaches.

In Winter Mode, passive mobs would not spawn as frequently as in normal map types.

Because all the water turns into ice it is really hard to find reeds in this world type.

Customized was a world type that gave control over many settings that affected terrain generation, such as ores, sea level, biomes, structures, and many variables that govern the random shape of the terrain. It was introduced in snapshot 14w17a for Java Edition 1.8, and was removed in snapshot 18w06a for Java Edition 1.13.

Beast Boy, Black Steve, Steve, and Rana were human mobs originally in-game as a test during the Indev phase. They were made by "Dock", Minecraft's past artist, and were removed from the game when Dock left the development team in early 2010. These mobs had no animation and glided around in the same pose. Upon death, Beast Boy could drop 0–2 feathers, Black Steve could drop 0–2 sulphur (this item has since been renamed "gunpowder") and Steve could drop 0–2 string, while Rana could drop 0–2 apples, 0–5 roses and 0–2 feathers. Beast Boy, Black Steve and Steve each had 5 HP while Rana had 13 × 6.5. Beast Boy is a DC superhero and member of the Teen Titans, and Rana is an original character of Dock. "Rana" means frog in Spanish. When hurt, these mobs make the player's hurt noise. Rana is never in any of the same versions as Beast Boy, Black Steve, or Steve. Their ID (Mob) existed until 1.11, which entity IDs were converted to use Namespaced IDs, and the IDs Mob and Monster were removed.

Humans were hostile mobs who took the form of clones of the default skin. In Classic, humans could be spawned by pressing G.
Their ID (Monster) existed until 1.11, which entity IDs were converted to use Namespaced IDs, and the IDs Mob and Monster were removed.

On January 25, 2010, Notch posted a video of the gears being placed onto the wall of a cliff.[4]

In Indev on January 25, 2010, the code for gears was added. It could only be obtained by inventory editing and was invisible in the inventory. When edited into the game, gears could only be placed on a side of a block, placing them in a space where two sides are next to each other would cause two gears to appear on both sides. Placed gears were impossible to destroy; any mining directed at a gear phased through to the block behind it, much like water. If the block a gear was on was destroyed, the gear was not removed, but oddly, was invisible. The gear still existed in the map and would show up again if a solid block was replaced. Gears placed in mid-air using a map editor were also invisible and would show up if a block was placed next to them. Gears can be only removed using water to flow on them. A gear's sprite consisted of two parts; the center rod and the animated gear.

In Infdev on February 27, 2010, the gear was renamed to cog, and later on June 27, 2010, it was removed.

In Indev's terrain.png were two textures which might be interpreted as a chair (side and front). The actual purpose of those textures is unknown. The 2nd texture might be the side view of a table. On Notch's blog, The Word of Notch, furniture, and more specifically chairs, are mentioned a few times.[12][13][14][15]

While looking at one of the chests in the Java Edition Beta 1.6 Test Build 3 version, a weird-looking green textured dead shrub could be seen. It is unknown what this was used for. It most likely resulted from the game attempting to apply biome coloring to the dead bush sprite since the dead bush sprite, at the time, was used for tall grass with a data value of 0. This was scrapped for unknown reasons. It was last seen in release Java Edition 1.7.

Paeonias were an unimplemented block that was replaced by the two-block-high peonies.

There was only one screenshot of the block released by Jeb.[16] When held in the hand, its height was level to the player's shoulder. The texture could still be found for this block called flower_paeonia.png until it was removed in the 17w47a snapshot for Java Edition 1.13.

You can help by expanding it with further information relating to the topic.

In early versions from 0.24_SURVIVAL_TEST through Indev 20100207-2, there was a folder called "armor", which contained two files. One was called "chain.png"; and the other was called "plate.png".
These files were removed in Indev 20100212-1 with addition of normal armor models.

Please remove this notice once you've added suitable images to the article. The specific instructions are: Textures of these potions.

There were 29 potions without effects that were left behind in Java Edition Beta 1.9 Prerelease 2. All unused potions had effects when implemented but none after that, and appeared to be different colours from current potions. These potions were later removed in the Java Edition 1.9 snapshot 15w44b.

These potions could only be obtained by using the command /give @p minecraft:potion 1 <data-value> {CustomPotionEffects:[]}. Adding a multiple of 64 to the value would result in the same potion. As with other potions at the time, adding the value with 16384 would result in a splash version of given potion.

Although the sprite for a quiver has been in the game since Indev, almost nothing is known about it. Jeb has stated that he is not going to add them.[17] Later, during Java Edition 1.9 development, Dinnerbone tweeted a 2×204960 image[18] which can be reformed into a 854×480 Minecraft screenshot, containing the quiver.[19] On June 30, 2015, Dinnerbone posted that he removed them again as arrows in the off-hand feel "more natural".[20]

This article is about the unimplemented pigman. For its existing undead counterpart, see Zombie Pigman.

Minecraft user Miclee came up with the idea for pigmen.[22] He was given the Bacon Cape as a reward, but when Notch was asked for personal capes by other users, the Bacon Cape was taken away from Miclee to prevent further commotion.[citation needed]

Notch mentioned in April 25, 2011 that he might add pigmen as villages' townspeople,[23] although in the Beta 1.9 pre-releases, a different villager mob was introduced.

An unclickable Play Tutorial Level button was added to the main menu during Indev. With the addition of texture packs in Alpha 1.2.2, this button was removed, but no such tutorial level had actually existed during that time.

In the Infdev terrain file there could be found two door textures that looked exactly the same except the hinges and the handle were on the opposite sides, but in today's Minecraft only one of the textures is used, and is flipped, when the handles and hinges are on the other sides. The alternate door was overwritten with the iron door texture in Java Edition Alpha v1.0.1.

In the Infdev "item" folder (where signs, arrows, and minecarts could be found at the time), a file named "door.png" could also be found. It was most likely going to be used for the door animation Notch had been wanting to add. The texture was removed in Java Edition 1.6.1.

After villagers were added, a strange file could be found in the mobs folder (outside of the villager folder) called "villager.png". It appeared to be some sort of Steve villager hybrid. This file was removed in 1.5 during the texture pack reform. It did not match the Villager model. If used for a Villager in a resource pack, it would look glitched.

How the Villager Steve may have been intended to look, re-created with a 3D modeling software.

Char_2.png can be found on Indev (February 12, 2010, 1)'s texture files. This was possibly another failed attempt of testing skins in Indev. There are two gold pixels on the top right of Steve's head and another layer of hair.

Placeholder graphics for the fire texture found in terrain.png, which is overwritten in VRAM with the true fire texture. Text reads "FIRE TEX! HNST", which means "Fire texture! Honest!". This was replaced by the actual fire animation as part of the the Redstone Update. [more information needed]

Calm4.ogg was a music file (alongside the other tracks) that was beta-tested and created by Notch himself. The song is 3:13.

It consists of an up-beat synth, battle-like tune. At 1:36 in the song, the player can hear Notch saying "Mojang Specifications" in slow-motion.

The track was released around JE Alpha v1.1.1, but in JE Alpha v1.1.2[verify], this track was omitted from the downloaded game files. Players who had the game while the song file was still included will continue to hear it being played, as the game will play any song in the .minecraft/resources/music folder.

With the introduction of the Java Edition 1.6.1launcher, playing older versions with the track calm4.ogg will not allow the track to be heard, since music is downloaded separately from the .jar files.

In an early Indev version, the player could open the inventory screen and view their name and three stats: "ATK", "DEF", and "SPD". These only existed briefly; when asked, Notch stated he could not remember exactly why they were implemented and subsequently removed, and he assumed they were placeholders for "vague plans".[24]

3D Anaglyph is an option in video settings that applies a red-cyan stereoscopic effect, enabling the use of red-cyan 3D glasses to experience the game in more depth. This option was removed in Java Edition 1.13 snapshot 17w43a.

In Java Edition Beta 1.8, black void fog and the depthsuspend particle were introduced. As the player descended below Y=17 in the Overworld, the void fog and particles would start to appear. As the player traveled deeper, the fog at the edge of the render distance would become closer until the player reached bedrock, where visibility was reduced to just a few blocks, beyond which was complete darkness. The gray void particles appeared at and under layer 16, as well as in the void.

The void fog was removed in snapshot 14w34c, the main reason being to improve performance.[26] The depthsuspend particle was also removed from the void, but stayed in the game until snapshot 17w47a when it was removed as part of The Flattening.

In Java Edition 1.8, mobs ran away from creepers that were about to explode. In Java Edition 1.8.1-pre1, this feature was removed because every mob that had the ability to run from a creeper was looking for an exploding creeper every tick, degrading performance.

SOPA was a highly controversial anti-piracy bill that made its way through the United States House of Representatives before it was rejected. In Swedish, "sopa" is a noun meaning "trash" or "garbage" and also commonly used as a slang insult. Prior to the 1.3 Pre-release, this splash read "SOPA means LOSER in Swedish", without an exclamation point.

The specific bill SOPA had not been a current issue for several years, by the time of the splash's removal.

entity.hanging.place and
entity.hanging.pop were two sound effects added in 15w49a and removed in the next snapshot, 15w49b. The sound effects were blank audio files and were likely intended as sound effects for the Lead.

There was a locate command called /locate New Village. This was implemented during the snapshots for Village & Pillage before the village structures from Update Aquatic and prior were removed. Once these "old" villages were officially taken from the game's structure spawn list, "/locate New Village" replaced "/locate village" as the New Village ID was no longer needed.

In Survival Test, Item drops were restricted to the cube shape used for blocks. The projected texture was the same on all faces and the texture scale was closer to those of blocks, making it look cropped.

Prior to the release of the Minecraft Java edition launcher version 2.1.497x, the launcher contained multiple easter eggs. If the player hovered their cursor over the "Play" button for a few seconds, a random mob would appear in the bottom right corner of the launcher. In the top left corner of the launcher, the player could see a translucent creeper face. There was about a 1⁄11 chance of the creeper face being replaced with a shrugging kaomoji, ¯\_(ツ)_/¯. When the player clicked on either of these, they turned solid white. Clicking them again would return them to their translucent state. In addition, if the player clicked ctrl+b, the experience orb pickup sound will play. This was removed on launcher version 2.1.497x.

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